Except people seem to forget that at the moment there are only 2 real triple A games that can run in VR and Elite is one of them. And it could be one of the best selling points for bot the HMD decies and Elite, but so far it has only been running properly on the Rift. People are holding off on purchases because of this or even switching to another device (Oculus). It's disappointed, but it I have to agree it seems borderline sabotage as I hear mixed stories that the Vive used to perform the same as the Oculus before an Oculus SDK update (1.3) a while ago.
I wonder if Frontier have been working with the Oculus ecosystem for so long (since implementing DK1 support for the Alpha) that they've got too many hooks in there which get in the way of a clean Vive operation.
The majority of Vive games/apps use Unity or Unreal and those environments have obviously sorted out their rendering paths for both Rift and Vive to looks as good as can be.
Frontier on the other hand have their own codebase (Cobra) to try and optimise for both devices, and up until very recently they've only been targeting Oculus devices.
Perhaps adding proper Vive support requires delving into Cobra more than they anticipated and so it'll be a longer term fix (if at all).
Current impressions (for me) are that the Vive output is sub-optimal compared to the Rift (from the reports I've seen) - almost like the rendering path is:
Cobra engine ---> VR composite ---> Rift image ---> (Fiddling) ---> Vive image
Whereas for things to be right the Vive image should be on a separate path directly from the VR composite.
Obviously this is all supposition (I have absolutely no knowledge of Cobra or VR implementations), but without evidence to the contrary, and the fact that these display issues are still a problem 2 months following the Vive consumer release (and even longer if Frontier had access to Vive Pre or earlier devices), the conspiracy theories regarding a pro-Rift stance are hard to dismiss.
Right up until Frontier offer an explanation...
